As far as I remember, the fire texture is saved without a mask...
I usually save textures for heroes in TF_8888 in ARGB, but this time I also tried 8888 QWVU (although I don't know what that is).

Ugh, the most realistic option, as I see it, is to manually work on each image, creating an alpha channel... but there are gradients... it still doesn't look natural, not like the original.
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In short, this is a waste of time. We already have a configured flame with excellent transparency in the game, and I'll have to spend a lot of time repainting and working with the alpha channel for something that already exists, and it will probably look worse. I think the problem is purely in the format conversion... I think it might be possible to change a ready-made RED texture without an alpha channel but with transparency (probably just everything black is cut out) to purple, so as to preserve the transparency, so as not to redo almost everything from scratch.